# This file is part of project Sverchok. It's copyrighted by the contributors
# recorded in the version control history of the file, available from
# its original location https://github.com/nortikin/sverchok/commit/master
#  
# SPDX-License-Identifier: GPL3
# License-Filename: LICENSE

import sys
import json
import imp
import types
import itertools

import bpy
from bpy.props import FloatProperty, IntProperty, StringProperty, BoolProperty, PointerProperty

from sverchok.node_tree import SverchCustomTreeNode
from sverchok.data_structure import updateNode, node_id
from sverchok.utils.sv_operator_mixins import SvGenericCallbackWithParams
from sverchok.utils.sv_IO_pointer_helpers import pack_pointer_property_name, unpack_pointer_property_name

functions = "draw_buttons", "process", "functor_init"
sn_callback = "node.svfunctor_callback_b"

def make_name(type_, index_):
    return type_ + '_0{0}'.format(index_)


class SvSNCallbackFunctorB(bpy.types.Operator, SvGenericCallbackWithParams):
    bl_idname = sn_callback
    bl_label = "Callback for functor node"
    bl_options = {'INTERNAL'}


def make_annotations():
    annotations = {}
    for i in range(5):
        iname = make_name('int', i)
        annotations[iname] = IntProperty(name=iname, update=updateNode)
        fname = make_name('float', i)
        annotations[fname] = FloatProperty(name=fname, update=updateNode)
        bname = make_name('bool', i)
        annotations[bname] = BoolProperty(name=bname, update=updateNode)
    return annotations

class SvSNPropsFunctor:
    __annotations__ = make_annotations()

    def clear_sockets(self):
        self.inputs.clear()
        self.outputs.clear()

class SvSNFunctorB(SverchCustomTreeNode, bpy.types.Node, SvSNPropsFunctor):
    """
    Triggers:  functorB
    Tooltip:  use a simpler nodescript style
    
    A short description for reader of node code
    """

    bl_idname = 'SvSNFunctorB'
    bl_label = 'SN Functor B'
    bl_icon = 'SYSTEM'
    is_scene_dependent = True
    is_animation_dependent = True

    def wrapped_update(self, context):
        if self.script_pointer:
            self.info(f'set self.script_name to:|{self.script_pointer.name}|')

    # depreciated
    script_name: StringProperty(name="script name")


    script_pointer: PointerProperty(
        name="Script", poll=lambda self, object: True,
        type=bpy.types.Text, update=updateNode)

    script_str: StringProperty()
    loaded: BoolProperty()
    node_dict = {}

    def handle_execution_nid(self, func_name, msg, args):
        ND = self.node_dict.get(hash(self))
        if not ND:
            print(self.name,': node dict not found for', hash(self))
            if func_name == 'functor_init':
                print('this is probably a .blend load event..')
            print('ending early')
            return

        if func_name == 'process':
            locals().update(ND.get("all_members"))
        elif func_name == 'functor_init':
            print('will attempt to functor init!')
 
        try:

            if not ND.get(func_name) and func_name == 'draw_buttons':
                return

            if args:
                ND[func_name](self, *args)
            else:
                ND[func_name](self)

        except Exception as err:
            print(msg, ": error in funcname :", func_name)
            sys.stderr.write('ERROR: %s\n' % str(err))
            exec_info = sys.exc_info()[-1]
            print('on line # {}'.format(exec_info.tb_lineno))
            print('code:', exec_info.tb_frame.f_code)

    def sv_draw_buttons(self, context, layout):
        if not self.loaded:
            row = layout.row()
            row.prop_search(self, 'script_pointer', bpy.data, 'texts', text='')
            row.operator(sn_callback, text='', icon='PLUGIN').fn_name = 'load'
        
        row = layout.row()
        row.operator(sn_callback, text='Load').fn_name='load'
        row.operator(sn_callback, text='Reset').fn_name='reset'

        if self.loaded:
            self.draw_buttons_script(context, layout)

    ###  delegation functions

    def draw_buttons_script(self, context, layout):
        """ This will call the hoisted function:  draw_buttons(self, context, layout) """
        msg = 'failed to load custom draw_buttons function'
        self.handle_execution_nid("draw_buttons", msg, args=(context, layout))

    def process_script(self):
        """ This will call the hoisted function:  process(self, context) """
        msg = 'failed to process custom function'
        self.handle_execution_nid("process", msg, args=None)

    def init_socket(self, context):
        """ This will call the hoisted function:  functor_init(self, context) """
        msg = 'failed to initialize sockets'
        self.handle_execution_nid("functor_init", msg, args=(context,))

    ###  processors :)

    def process(self):

        # one of these must be set, script_name is legacy
        if not any([self.script_pointer, self.script_name]):
            return
        if not self.script_str:
            return

        if self.loaded and not self.node_dict.get(hash(self)):
            self.node_dict[hash(self)] = self.get_functions()
            self.loaded = True
        self.process_script()

    def get_text_datablock(self):
        """
        store the datablock as a script_str for local introspection.
        """
        try:
            if self.script_pointer:
                self.script_str = self.script_pointer.as_string()
                text_datablock = self.script_pointer
            else:
                # recover from old .blend file in new Blender
                text_datablock = self.get_bpy_data_from_name(self.script_name, bpy.data.texts)
                if text_datablock:
                    self.script_str = text_datablock.as_string()
                    self.script_pointer = text_datablock
                else:
                    return None

        except Exception as err:
            self.error(f"get_text_datablock failed: attempting fuzzy search: {err}")

        return text_datablock


    def get_functions(self):

        text_datablock = self.get_text_datablock()
        
        try:
            module = types.ModuleType(text_datablock.name)
            exec(self.script_str, module.__dict__)

        except Exception as err:
            self.error('wtf man', err)

        dict_functions = {named: getattr(module, named) for named in functions if hasattr(module, named)}
        dict_functions['all_members'] = module.__dict__
        return dict_functions

    def load(self, context):

        print('time to load', self.script_pointer)
        self.clear_sockets()
        self.get_text_datablock()

        self.node_dict[hash(self)] = self.get_functions()
        self.init_socket(context)
        self.loaded = True

    def reset(self, context):
        self.info('reset')
        self.loaded = False
        self.script_name = ""
        self.script_str = ""
        self.node_dict[hash(self)] = {}
        self.clear_sockets()

    def sv_copy(self, node):
        self.node_dict[hash(self)] = {}
        self.load(bpy.context)

    def draw_label(self):
        if self.script_pointer:
            return 'SNF: ' + self.script_pointer.name
        return self.bl_label

    def handle_reload(self, context):
        """
        Handles the reload event.
          - gather existing connections
          - perform reload / refresh
          - try to set the connections
        """
        self.info('handling reload')
        node = self
        nodes = self.id_data.nodes

        # if any current connections... gather them 
        reconnections = []
        mappings = itertools.chain.from_iterable([node.inputs, node.outputs])
        for i in (i for i in mappings if i.is_linked):
            for L in i.links:
                link = lambda: None
                link.from_node = L.from_socket.node.name
                link.from_socket = L.from_socket.index
                link.to_node = L.to_socket.node.name
                link.to_socket = L.to_socket.index
                reconnections.append(link)

        self.load(context)

        # restore connections where applicable (by socket name)
        node_tree = self.id_data
        for link in reconnections:
            try:
                from_part = nodes[link.from_node].outputs[link.from_socket]
                to_part = nodes[link.to_node].inputs[link.to_socket]
                node_tree.links.new(from_part, to_part)
            except Exception as err:
                str_from = f'nodes[{link.from_node}].outputs[{link.from_socket}]'
                str_to = f'nodes[{link.to_node}].inputs[{link.to_socket}]'
                self.exception(f'failed: {str_from} -> {str_to}')
                self.exception(err)

    def save_to_json(self, node_data):
        if self.script_pointer is None:
            return  # just empty node, nothing to do
        pack_pointer_property_name(self.script_pointer, node_data, "textfile_name")
        local_storage = {'lines': []}
        for line in self.script_pointer.lines:
            local_storage['lines'].append(line.body)
        node_data['string_storage'] = json.dumps(local_storage)

    def load_from_json(self, node_data: dict, import_version: float):
        if 'textfile_name' not in node_data:
            return  # just empty node, nothing to do
        # maybe this file/blend already has this textblock, we could end early
        self.script_pointer = unpack_pointer_property_name(bpy.data.texts, node_data, "textfile_name")
        if self.script_pointer:
            self.load(bpy.context)
            return

        # seems we need to create this text block from scratch
        desired_name = node_data.get("textfile_name")
        self.script_pointer = bpy.data.texts.new(desired_name)
        strings_json = node_data['string_storage']
        lines_list = json.loads(strings_json)['lines']
        lines_str = "\n".join(lines_list)
        self.script_pointer.from_string(lines_str)
        self.script_str = lines_str
        self.load(bpy.context)


classes = [SvSNCallbackFunctorB, SvSNFunctorB]
register, unregister = bpy.utils.register_classes_factory(classes)
